swirl portal

A swirling vortex portal.

Texture: generate a seamless noise at: https://mebiusbox.github.io/contents/EffectTextureMaker/ (type: FbmNoise*, Tiling enabled) then assign it to portal_noise_texture.

Shader code
shader_type canvas_item;

uniform sampler2D portal_noise_texture: repeat_enable;
uniform float speed = 0.3;
uniform float power_stregth : hint_range(0.0, 5.0, 0.1) = 0.3;
uniform vec3 portal_dark_color : source_color = vec3(0.15, 0.0, 0.3);
uniform vec3 portal_bright_color : source_color = vec3(0.3, 0.9, 1.0);
uniform float twist_strength: hint_range(-10.0, 10.0, 0.1) = 3.0;
uniform float rim_color_stregth = 2.0;
uniform vec3 rim_color_source: source_color;


void fragment() {
	vec2 centered_uv = UV - 0.5;
	float distance_from_centered_uv = length(centered_uv);
	float angle_around_center = atan(centered_uv.y, centered_uv.x);
	float angle_remap = angle_around_center / PI * 0.5 + 0.5;
	vec2 polar_uv = vec2(angle_remap + distance_from_centered_uv * twist_strength, distance_from_centered_uv);
	float noise_value = texture(portal_noise_texture, vec2(polar_uv.x + TIME * speed, polar_uv.y + TIME * speed)).r;
	float combine_effect = smoothstep(0.4, 0.6, pow(noise_value, power_stregth));
	vec3 portal_color = mix(portal_dark_color, portal_bright_color, combine_effect);
	float mask_circle = smoothstep(0.5, 0.65, 1.0 - distance_from_centered_uv);
	float center_hole_mask = smoothstep(0.03, 0.1, distance_from_centered_uv);
	float rim_rising = smoothstep(0.25, 0.5, distance_from_centered_uv);
	float rim_falling = smoothstep(0.5, 0.25, distance_from_centered_uv);
	float rim_mask = rim_rising * rim_falling;
	COLOR = vec4(vec3(portal_color * center_hole_mask + rim_mask * rim_color_source * rim_color_stregth), mask_circle * noise_value);
}
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The shader code and all code snippets in this post are under CC0 license and can be used freely without the author's permission. Images and videos, and assets depicted in those, do not fall under this license. For more info, see our License terms.

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